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NukeTimeStories

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Installation 04 pelican help

4 posts in this topic

So I'm looking for a way to make the pelican that spawns at the end of every round to spawn let's say spawn at the end of every couple of waves or so. 
also, I'm looking for a way too add more odst that spawn out the back of the pelican I have tried to change the count in the scnr tag but it always spawn only one in the gunner seat even when I tried to make it spawn outside the warthog the odst seems to always spawn in the gunner seat.  the picture I provided probably has something to do with the problem im having but im unsure what all the code means. any help would be much a appreciated. 

Capture.PNG

Edited by NukeTimeStories

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The pelican's squad in the scenario tag has a command script set. Every time the squad is created, it will run said script.

vuIlLba.png <--- Single Location Block

 

You can just run call ai_place, but if you want more marines inside of it, you will need to add more of them on the pelican squad as passengers and adjust the seat mapping so they all exit correctly. 

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37 minutes ago, Akarias said:

The pelican's squad in the scenario tag has a command script set. Every time the squad is created, it will run said script.

vuIlLba.png <--- Single Location Block

 

You can just run call ai_place, but if you want more marines inside of it, you will need to add more of them on the pelican squad as passengers and adjust the seat mapping so they all exit correctly. 

1.PNGalright so from my understanding of your comment I go here first 

2.PNGthen I make a new single location 

3.PNGchange the new name to something like marine 

4.PNGand then change the seat type to passenger 

And this should make it possible for me to have multiple people come out of the pelican?

The only thing I don't understand is I can call ai_place meaning in the game how would I call for this script to run.

 

Edited by NukeTimeStories

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15 hours ago, NukeTimeStories said:

multiple people come out of the pelican?

The only thing I don't understand is I can call ai_place meaning in the game how would I call for this script to run.

 

Edited 15 hours ago by NukeTimeStories

The additional AI will be seated in the pelican (if not, you will have to load them in manually with a script), but they wont get out unless you modify the relevant seat mapping to also have w/e seats included.

(Woo my fancy node editor, should help you visualize it) 

QbHokFx.png

mT7EFt9.png

Edited by Akarias

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